/*
* This file is part of Project SkyFire https://www.projectskyfire.org.
* See LICENSE.md file for Copyright information
*/

#ifndef SKYFIRESERVER_CREATURE_H
#define SKYFIRESERVER_CREATURE_H

#include "Cell.h"
#include "Common.h"
#include "DatabaseEnv.h"
#include "ItemPrototype.h"
#include "LootMgr.h"
#include "Unit.h"
#include "UpdateMask.h"

#include <list>

class CreatureAI;
class CreatureGroup;
class Group;
class Quest;
class Player;
class SpellInfo;
class WorldSession;

enum CreatureFlagsExtra
{
    CREATURE_FLAG_EXTRA_INSTANCE_BIND = 0x00000001,       // creature kill bind instance with killer and killer's group
    CREATURE_FLAG_EXTRA_CIVILIAN = 0x00000002,       // not aggro (ignore faction/reputation hostility)
    CREATURE_FLAG_EXTRA_NO_PARRY = 0x00000004,       // creature can't parry
    CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN = 0x00000008,       // creature can't counter-attack at parry
    CREATURE_FLAG_EXTRA_NO_BLOCK = 0x00000010,       // creature can't block
    CREATURE_FLAG_EXTRA_NO_CRUSH = 0x00000020,       // creature can't do crush attacks
    CREATURE_FLAG_EXTRA_NO_XP_AT_KILL = 0x00000040,       // creature kill not provide XP
    CREATURE_FLAG_EXTRA_TRIGGER = 0x00000080,       // trigger creature
    CREATURE_FLAG_EXTRA_NO_TAUNT = 0x00000100,       // creature is immune to taunt auras and effect attack me
    CREATURE_FLAG_EXTRA_WORLDEVENT = 0x00004000,       // custom flag for world event creatures (left room for merging)
    CREATURE_FLAG_EXTRA_GUARD = 0x00008000,       // Creature is guard
    CREATURE_FLAG_EXTRA_NO_CRIT = 0x00020000,       // creature can't do critical strikes
    CREATURE_FLAG_EXTRA_NO_SKILLGAIN = 0x00040000,       // creature won't increase weapon skills
    CREATURE_FLAG_EXTRA_TAUNT_DIMINISH = 0x00080000,       // Taunt is a subject to diminishing returns on this creautre
    CREATURE_FLAG_EXTRA_ALL_DIMINISH = 0x00100000,       // Creature is subject to all diminishing returns as player are
    CREATURE_FLAG_EXTRA_DUNGEON_BOSS = 0x10000000        // creature is a dungeon boss (SET DYNAMICALLY, DO NOT ADD IN DB)
};

#define CREATURE_FLAG_EXTRA_DB_ALLOWED (CREATURE_FLAG_EXTRA_INSTANCE_BIND | CREATURE_FLAG_EXTRA_CIVILIAN | \
    CREATURE_FLAG_EXTRA_NO_PARRY | CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN | CREATURE_FLAG_EXTRA_NO_BLOCK | \
    CREATURE_FLAG_EXTRA_NO_CRUSH | CREATURE_FLAG_EXTRA_NO_XP_AT_KILL | CREATURE_FLAG_EXTRA_TRIGGER | \
    CREATURE_FLAG_EXTRA_NO_TAUNT | CREATURE_FLAG_EXTRA_WORLDEVENT | CREATURE_FLAG_EXTRA_NO_CRIT | \
    CREATURE_FLAG_EXTRA_NO_SKILLGAIN | CREATURE_FLAG_EXTRA_TAUNT_DIMINISH | CREATURE_FLAG_EXTRA_ALL_DIMINISH | \
    CREATURE_FLAG_EXTRA_GUARD)

#define MAX_KILL_CREDIT 2
#define CREATURE_REGEN_INTERVAL 2 * IN_MILLISECONDS

#define MAX_CREATURE_QUEST_ITEMS 6

#define MAX_EQUIPMENT_ITEMS 3

// from `creature_template` table
struct CreatureTemplate
{
    uint32  Entry;
    uint32  DifficultyEntry[4 - 1];
    uint32  KillCredit[MAX_KILL_CREDIT];
    uint32  Modelid1;
    uint32  Modelid2;
    uint32  Modelid3;
    uint32  Modelid4;
    std::string  Name;
    std::string  SubName;
    std::string  IconName;
    uint32  GossipMenuId;
    uint8   minlevel;
    uint8   maxlevel;
    uint32  expansion;
    uint32  expansionUnknown;                               // either 0 or 3, sent to the client / wdb
    uint32  faction_A;
    uint32  faction_H;
    uint32  npcflag;
    float   speed_walk;
    float   speed_run;
    float   scale;
    uint32  rank;
    float   mindmg;
    float   maxdmg;
    uint32  dmgschool;
    uint32  attackpower;
    float   dmg_multiplier;
    uint32  baseattacktime;
    uint32  rangeattacktime;
    uint32  unit_class;                                     // enum Classes. Note only 4 classes are known for creatures.
    uint32  unit_flags;                                     // enum UnitFlags mask values
    uint32  unit_flags2;                                    // enum UnitFlags2 mask values
    uint32  dynamicflags;
    uint32  family;                                         // enum CreatureFamily values (optional)
    uint32  trainer_type;
    uint32  trainer_class;
    uint32  trainer_race;
    float   minrangedmg;
    float   maxrangedmg;
    uint32  rangedattackpower;
    uint32  type;                                           // enum CreatureType values
    uint32  type_flags;                                     // enum CreatureTypeFlags mask values
    uint32  type_flags2;                                    // unknown enum, only set for 4 creatures (with value 1)
    uint32  lootid;
    uint32  pickpocketLootId;
    uint32  SkinLootId;
    int32   resistance[MAX_SPELL_SCHOOL];
    uint32  spells[CREATURE_MAX_SPELLS];
    uint32  PetSpellDataId;
    uint32  VehicleId;
    uint32  mingold;
    uint32  maxgold;
    std::string AIName;
    uint32  MovementType;
    uint32  InhabitType;
    float   HoverHeight;
    float   ModHealth;
    float   ModMana;
    float   ModManaExtra;                                   // Added in 4.x, this value is usually 2 for a small group of creatures with double mana
    float   ModArmor;
    bool    RacialLeader;
    uint32  questItems[MAX_CREATURE_QUEST_ITEMS];
    uint32  movementId;
    bool    RegenHealth;
    uint32  MechanicImmuneMask;
    uint32  flags_extra;
    uint32  ScriptID;
    bool    ModLevel;
    uint32  GetRandomValidModelId() const;
    uint32  GetFirstValidModelId() const;

    // helpers
    SkillType GetRequiredLootSkill() const
    {
        if (type_flags & CREATURE_TYPEFLAGS_HERBLOOT)
            return SKILL_HERBALISM;
        else if (type_flags & CREATURE_TYPEFLAGS_MININGLOOT)
            return SKILL_MINING;
        else if (type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
            return SKILL_ENGINEERING;
        else
            return SKILL_SKINNING;                          // normal case
    }

    bool IsExotic() const
    {
        return (type_flags & CREATURE_TYPEFLAGS_EXOTIC) != 0;
    }

    bool IsTameable(bool canTameExotic) const
    {
        if (type != CREATURE_TYPE_BEAST || family == 0 || (type_flags & CREATURE_TYPEFLAGS_TAMEABLE) == 0)
            return false;

        // if can tame exotic then can tame any tameable
        return canTameExotic || !IsExotic();
    }

    static int32 DiffToDiffIndex(uint32 difficulty)
    {
        switch (difficulty)
        {
            case DIFFICULTY_NONE:
            case DIFFICULTY_NORMAL:
            case DIFFICULTY_10MAN_NORMAL:
            case DIFFICULTY_40MAN:
                return -1;
            case DIFFICULTY_HEROIC:
            case DIFFICULTY_25MAN_NORMAL:
                return 0;
            case DIFFICULTY_10MAN_HEROIC:
            case DIFFICULTY_CHALLENGE:
                return 1;
            case DIFFICULTY_25MAN_HEROIC:
                return 2;
            case DIFFICULTY_25MAN_LFR:
            default:
                return -1;
        }
    }
};

// Benchmarked: Faster than std::map (insert/find)
typedef UNORDERED_MAP<uint32, CreatureTemplate> CreatureTemplateContainer;

// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push, N), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack(1)
#else
#pragma pack(push, 1)
#endif

// Defines base stats for creatures (used to calculate HP/mana/armor).
struct CreatureBaseStats
{
    uint32 BaseHealth[MAX_CREATURE_BASE_HP];
    uint32 BaseMana;
    uint32 BaseArmor;

    // Helpers

    uint32 GenerateHealth(CreatureTemplate const* info) const;

    uint32 GenerateMana(CreatureTemplate const* info) const
    {
        // Mana can be 0.
        if (!BaseMana)
            return 0;

        return uint32(ceil(BaseMana * info->ModMana * info->ModManaExtra));
    }

    uint32 GenerateArmor(CreatureTemplate const* info) const
    {
        return uint32(ceil(BaseArmor * info->ModArmor));
    }

    static CreatureBaseStats const* GetBaseStats(uint8 level, uint8 unitClass);
};

typedef UNORDERED_MAP<uint16, CreatureBaseStats> CreatureBaseStatsContainer;

struct CreatureLocale
{
    StringVector Name;
    StringVector SubName;
};

struct GossipMenuItemsLocale
{
    StringVector OptionText;
    StringVector BoxText;
};

struct PointOfInterestLocale
{
    StringVector IconName;
};

struct EquipmentInfo
{
    uint32  ItemEntry[MAX_EQUIPMENT_ITEMS];
};

// Benchmarked: Faster than std::map (insert/find)
typedef UNORDERED_MAP<uint8, EquipmentInfo> EquipmentInfoContainerInternal;
typedef UNORDERED_MAP<uint32, EquipmentInfoContainerInternal> EquipmentInfoContainer;

// from `creature` table
struct CreatureData
{
    CreatureData() : id(0), mapid(0), phaseid(0), phaseGroup(0), displayid(0), equipmentId(0),
        posX(0.0f), posY(0.0f), posZ(0.0f), orientation(0.0f), spawntimesecs(0), spawndist(0.0f),
        currentwaypoint(0), curhealth(0), curmana(0), movementType(0), spawnMask(0), npcflag(0),
        unit_flags(0), dynamicflags(0), dbData(true) { }

    uint32 id;                                              // entry in creature_template
    uint16 mapid;
    uint32 phaseid;
    uint32 phaseGroup;
    uint32 displayid;
    int8 equipmentId;
    float posX;
    float posY;
    float posZ;
    float orientation;
    uint32 spawntimesecs;
    float spawndist;
    uint32 currentwaypoint;
    uint32 curhealth;
    uint32 curmana;
    uint8 movementType;
    uint32 spawnMask;
    uint32 npcflag;
    uint32 unit_flags;                                      // enum UnitFlags mask values
    uint32 dynamicflags;
    bool dbData;
};

struct CreatureModelInfo
{
    float bounding_radius;
    float combat_reach;
    uint8 gender;
    uint32 modelid_other_gender;
};

// Benchmarked: Faster than std::map (insert/find)
typedef UNORDERED_MAP<uint16, CreatureModelInfo> CreatureModelContainer;

enum InhabitTypeValues
{
    INHABIT_GROUND = 1,
    INHABIT_WATER = 2,
    INHABIT_AIR = 4,
    INHABIT_ANYWHERE = INHABIT_GROUND | INHABIT_WATER | INHABIT_AIR
};

// Enums used by StringTextData::Type (CreatureEventAI)
enum ChatType
{
    CHAT_TYPE_SAY = 0,
    CHAT_TYPE_YELL = 1,
    CHAT_TYPE_TEXT_EMOTE = 2,
    CHAT_TYPE_BOSS_EMOTE = 3,
    CHAT_TYPE_WHISPER = 4,
    CHAT_TYPE_BOSS_WHISPER = 5,
    CHAT_TYPE_ZONE_YELL = 6,
    CHAT_TYPE_END = 255
};

// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack()
#else
#pragma pack(pop)
#endif

// `creature_addon` table
struct CreatureAddon
{
    uint32 path_id;
    uint32 mount;
    uint32 bytes1;
    uint32 bytes2;
    uint32 emote;
    std::vector<uint32> auras;
};

typedef UNORDERED_MAP<uint32, CreatureAddon> CreatureAddonContainer;

// Vendors
struct VendorItem
{
    VendorItem(uint32 _item, int32 _maxcount, uint32 _incrtime, uint32 _ExtendedCost, uint8 _Type)
        : item(_item), maxcount(_maxcount), incrtime(_incrtime), ExtendedCost(_ExtendedCost), Type(_Type) { }

    uint32 item;
    uint32 maxcount;                                        // 0 for infinity item amount
    uint32 incrtime;                                        // time for restore items amount if maxcount != 0
    uint32 ExtendedCost;
    uint8  Type;

    //helpers
    bool IsGoldRequired(ItemTemplate const* pProto) const { return pProto->Flags2 & ITEM_FLAGS_EXTRA_EXT_COST_REQUIRES_GOLD || !ExtendedCost; }
};
typedef std::vector<VendorItem*> VendorItemList;

struct VendorItemData
{
    VendorItemList m_items;

    VendorItem* GetItem(uint32 slot) const
    {
        if (slot >= m_items.size())
            return NULL;

        return m_items[slot];
    }
    bool Empty() const { return m_items.empty(); }
    uint32 GetItemCount() const { return m_items.size(); }
    void AddItem(uint32 item, int32 maxcount, uint32 ptime, uint32 ExtendedCost, uint8 type)
    {
        m_items.push_back(new VendorItem(item, maxcount, ptime, ExtendedCost, type));
    }
    bool RemoveItem(uint32 item_id, uint8 type);
    VendorItem const* FindItemCostPair(uint32 item_id, uint32 extendedCost, uint8 type) const;
    void Clear()
    {
        for (VendorItemList::const_iterator itr = m_items.begin(); itr != m_items.end(); ++itr)
            delete (*itr);
        m_items.clear();
    }
};

struct VendorItemCount
{
    explicit VendorItemCount(uint32 _item, uint32 _count)
        : itemId(_item), count(_count), lastIncrementTime(time(NULL)) { }

    uint32 itemId;
    uint32 count;
    time_t lastIncrementTime;
};

typedef std::list<VendorItemCount> VendorItemCounts;

struct TrainerSpell
{
    TrainerSpell() : spell(0), spellCost(0), reqSkill(0), reqSkillValue(0), reqLevel(0) { }

    uint32 spell;
    uint32 spellCost;
    uint32 reqSkill;
    uint32 reqSkillValue;
    uint32 reqLevel;
    uint32 learnedSpell[MAX_SPELL_EFFECTS] = { };

    // helpers
    bool IsCastable() const { return learnedSpell[0] != spell; }
};

typedef UNORDERED_MAP<uint32 /*spellid*/, TrainerSpell> TrainerSpellMap;

struct TrainerSpellData
{
    TrainerSpellData() : trainerType(0) { }
    ~TrainerSpellData() { spellList.clear(); }

    TrainerSpellMap spellList;
    uint32 trainerType;                                     // trainer type based at trainer spells, can be different from creature_template value.
    // req. for correct show non-prof. trainers like weaponmaster, allowed values 0 and 2.
    TrainerSpell const* Find(uint32 spell_id) const;
};

typedef std::map<uint32, time_t> CreatureSpellCooldowns;

// max different by z coordinate for creature aggro reaction
#define CREATURE_Z_ATTACK_RANGE 3

#define MAX_VENDOR_ITEMS 150                                // Limitation in 4.x.x item count in SMSG_LIST_INVENTORY

class Creature : public Unit, public GridObject<Creature>, public MapObject
{
public:
    explicit Creature(bool isWorldObject = false);
    virtual ~Creature();

    void AddToWorld() OVERRIDE;
    void RemoveFromWorld() OVERRIDE;

    void SetObjectScale(float scale) OVERRIDE;
    void SetDisplayId(uint32 modelId) OVERRIDE;

    void DisappearAndDie();

    bool Create(uint32 guidlow, Map* map, uint32 Entry, uint32 vehId, uint32 team, float x, float y, float z, float ang, const CreatureData* data = NULL);
    bool LoadCreaturesAddon(bool reload = false);
    void SelectLevel(const CreatureTemplate* cinfo);
    void LoadEquipment(int8 id = 1, bool force = false);

    uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }

    void Update(uint32 time) OVERRIDE;                         // overwrited Unit::Update
    void GetRespawnPosition(float& x, float& y, float& z, float* ori = NULL, float* dist = NULL) const;

    void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
    uint32 GetCorpseDelay() const { return m_corpseDelay; }
    bool IsRacialLeader() const { return GetCreatureTemplate()->RacialLeader; }
    bool IsCivilian() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; }
    bool IsTrigger() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER; }
    bool IsGuard() const { return GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_GUARD; }
    bool CanWalk() const { return GetCreatureTemplate()->InhabitType & INHABIT_GROUND; }
    bool CanSwim() const { return GetCreatureTemplate()->InhabitType & INHABIT_WATER || IsPet(); }
    bool CanFly()  const OVERRIDE { return GetCreatureTemplate()->InhabitType & INHABIT_AIR; }

    void SetReactState(ReactStates st) { m_reactState = st; }
    ReactStates GetReactState() const { return m_reactState; }
    bool HasReactState(ReactStates state) const { return (m_reactState == state); }
    void InitializeReactState();

    /// @todo Rename these properly
    bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
    bool isCanTrainingAndResetTalentsOf(Player* player) const;
    bool CanCreatureAttack(Unit const* victim, bool force = true) const;
    bool IsImmunedToSpell(SpellInfo const* spellInfo) const OVERRIDE;                     // override Unit::IsImmunedToSpell
    bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const OVERRIDE; // override Unit::IsImmunedToSpellEffect
    bool isElite() const;
    bool isWorldBoss() const;

    bool IsDungeonBoss() const;

    uint8 getLevelForTarget(WorldObject const* target) const OVERRIDE; // overwrite Unit::getLevelForTarget for boss level support

    bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); }

    bool AIM_Initialize(CreatureAI* ai = NULL);
    void Motion_Initialize();

    CreatureAI* AI() const { return (CreatureAI*)i_AI; }

    SpellSchoolMask GetMeleeDamageSchoolMask() const OVERRIDE { return m_meleeDamageSchoolMask; }
    void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }

    void _AddCreatureSpellCooldown(uint32 spell_id, time_t end_time);
    void _AddCreatureCategoryCooldown(uint32 category, time_t apply_time);
    void AddCreatureSpellCooldown(uint32 spellid);
    bool HasSpellCooldown(uint32 spell_id) const;
    bool HasCategoryCooldown(uint32 spell_id) const;
    uint32 GetCreatureSpellCooldownDelay(uint32 spellId) const;
    virtual void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs) OVERRIDE;

    bool HasSpell(uint32 spellID) const OVERRIDE;

    bool UpdateEntry(uint32 entry, uint32 team = ALLIANCE, const CreatureData* data = NULL);

    void UpdateMovementFlags();

    bool UpdateStats(Stats stat) OVERRIDE;
    bool UpdateAllStats() OVERRIDE;
    void UpdateResistances(uint32 school) OVERRIDE;
    void UpdateArmor() OVERRIDE;
    void UpdateMaxHealth() OVERRIDE;
    void UpdateMaxPower(Powers power) OVERRIDE;
    void UpdateAttackPowerAndDamage(bool ranged = false) OVERRIDE;
    void UpdateDamagePhysical(WeaponAttackType attType) OVERRIDE;

    int8 GetOriginalEquipmentId() const { return m_originalEquipmentId; }
    uint8 GetCurrentEquipmentId() const { return m_equipmentId; }
    void SetCurrentEquipmentId(uint8 id) { m_equipmentId = id; }

    float GetSpellDamageMod(int32 Rank) const;

    VendorItemData const* GetVendorItems() const;
    uint32 GetVendorItemCurrentCount(VendorItem const* vItem);
    uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count);

    TrainerSpellData const* GetTrainerSpells() const;

    CreatureTemplate const* GetCreatureTemplate() const { return m_creatureInfo; }
    CreatureData const* GetCreatureData() const { return m_creatureData; }
    CreatureAddon const* GetCreatureAddon() const;

    std::string GetAIName() const;
    std::string GetScriptName() const;
    uint32 GetScriptId() const;

    // override WorldObject function for proper name localization
    std::string const& GetNameForLocaleIdx(LocaleConstant locale_idx) const OVERRIDE;

    void setDeathState(DeathState s) OVERRIDE;                   // override virtual Unit::setDeathState

    bool LoadFromDB(uint32 guid, Map* map) { return LoadCreatureFromDB(guid, map, false); }
    bool LoadCreatureFromDB(uint32 guid, Map* map, bool addToMap = true);
    void SaveToDB();
    // overriden in Pet
    virtual void SaveToDB(uint32 mapid, uint32 spawnMask);
    virtual void DeleteFromDB();                        // overriden in Pet

    Loot loot;
    bool lootForPickPocketed;
    bool lootForBody;
    Player* GetLootRecipient() const;
    Group* GetLootRecipientGroup() const;
    bool hasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
    bool isTappedBy(Player const* player) const;                          // return true if the creature is tapped by the player or a member of his party.

    void SetLootRecipient(Unit* unit);
    void AllLootRemovedFromCorpse();

    uint16 GetLootMode() const { return m_LootMode; }
    bool HasLootMode(uint16 lootMode) const { return m_LootMode & lootMode; }
    void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
    void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
    void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
    void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }

    SpellInfo const* reachWithSpellAttack(Unit* victim);
    SpellInfo const* reachWithSpellCure(Unit* victim);

    uint32 m_spells[CREATURE_MAX_SPELLS];
    CreatureSpellCooldowns m_CreatureSpellCooldowns;
    CreatureSpellCooldowns m_CreatureCategoryCooldowns;

    bool CanStartAttack(Unit const* u, bool force) const;
    float GetAttackDistance(Unit const* player) const;
    float GetAggroRange(Unit const* target) const;

    void SendAIReaction(AiReaction reactionType);

    Unit* SelectNearestTarget(float dist = 0, bool playerOnly = false) const;
    Unit* SelectNearestTargetInAttackDistance(float dist = 0) const;
    Player* SelectNearestPlayer(float distance = 0) const;
    Unit* SelectNearestHostileUnitInAggroRange(bool useLOS = false) const;

    void DoFleeToGetAssistance();
    void CallForHelp(float fRadius);
    void CallAssistance();
    void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
    void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
    bool HasSearchedAssistance() const { return m_AlreadySearchedAssistance; }
    bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
    bool _IsTargetAcceptable(const Unit* target) const;

    MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
    void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }

    void RemoveCorpse(bool setSpawnTime = true);

    void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);

    time_t const& GetRespawnTime() const { return m_respawnTime; }
    time_t GetRespawnTimeEx() const;
    void SetRespawnTime(uint32 respawn) { m_respawnTime = respawn ? time(NULL) + respawn : 0; }
    void Respawn(bool force = false);
    void SaveRespawnTime() OVERRIDE;

    uint32 GetRespawnDelay() const { return m_respawnDelay; }
    void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }

    float GetRespawnRadius() const { return m_respawnradius; }
    void SetRespawnRadius(float dist) { m_respawnradius = dist; }

    uint32 m_groupLootTimer;                            // (msecs)timer used for group loot
    uint32 lootingGroupLowGUID;                         // used to find group which is looting corpse

    void SendZoneUnderAttackMessage(Player* attacker);

    void SetInCombatWithZone();

    bool hasQuest(uint32 quest_id) const OVERRIDE;
    bool hasInvolvedQuest(uint32 quest_id)  const OVERRIDE;

    bool isRegeneratingHealth() const { return m_regenHealth; }
    void setRegeneratingHealth(bool regenHealth) { m_regenHealth = regenHealth; }
    virtual uint8 GetPetAutoSpellSize() const { return MAX_SPELL_CHARM; }
    virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const;

    void SetPosition(float x, float y, float z, float o);
    void SetPosition(const Position& pos) { SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }

    void SetHomePosition(float x, float y, float z, float o) { m_homePosition.Relocate(x, y, z, o); }
    void SetHomePosition(const Position& pos) { m_homePosition.Relocate(pos); }
    void GetHomePosition(float& x, float& y, float& z, float& ori) const { m_homePosition.GetPosition(x, y, z, ori); }
    const Position& GetHomePosition() const { return m_homePosition; }

    void SetTransportHomePosition(float x, float y, float z, float o) { m_transportHomePosition.Relocate(x, y, z, o); }
    void SetTransportHomePosition(const Position& pos) { m_transportHomePosition.Relocate(pos); }
    void GetTransportHomePosition(float& x, float& y, float& z, float& ori) { m_transportHomePosition.GetPosition(x, y, z, ori); }
    const Position& GetTransportHomePosition() { return m_transportHomePosition; }

    uint32 GetWaypointPath() const { return m_path_id; }
    void LoadPath(uint32 pathid) { m_path_id = pathid; }

    uint32 GetCurrentWaypointID() const { return m_waypointID; }
    void UpdateWaypointID(uint32 wpID) { m_waypointID = wpID; }

    void SearchFormation();
    CreatureGroup* GetFormation() { return m_formation; }
    void SetFormation(CreatureGroup* formation) { m_formation = formation; }

    Unit* SelectVictim();

    void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
    bool IsReputationGainDisabled() const { return DisableReputationGain; }
    bool IsDamageEnoughForLootingAndReward() const { return m_PlayerDamageReq == 0; }
    void LowerPlayerDamageReq(uint32 unDamage);
    void ResetPlayerDamageReq() { m_PlayerDamageReq = GetHealth() / 2; }
    uint32 m_PlayerDamageReq;

    uint32 GetOriginalEntry() const { return m_originalEntry; }
    void SetOriginalEntry(uint32 entry) { m_originalEntry = entry; }

    static float _GetDamageMod(int32 Rank);

    float m_SightDistance, m_CombatDistance;

    void FarTeleportTo(Map* map, float X, float Y, float Z, float O);

    bool m_isTempWorldObject; //true when possessed

    // Handling caster facing during spellcast
    void SetTarget(uint64 guid) OVERRIDE;
    void FocusTarget(Spell const* focusSpell, WorldObject const* target);
    void ReleaseFocus(Spell const* focusSpell);

protected:
    bool CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, uint32 team, const CreatureData* data = NULL);
    bool InitEntry(uint32 entry, uint32 team = ALLIANCE, const CreatureData* data = NULL);

    // vendor items
    VendorItemCounts m_vendorItemCounts;

    static float _GetHealthMod(int32 Rank);

    uint64 m_lootRecipient;
    uint32 m_lootRecipientGroup;

    /// Timers
    time_t m_corpseRemoveTime;                          // (msecs)timer for death or corpse disappearance
    time_t m_respawnTime;                               // (secs) time of next respawn
    uint32 m_respawnDelay;                              // (secs) delay between corpse disappearance and respawning
    uint32 m_corpseDelay;                               // (secs) delay between death and corpse disappearance
    float m_respawnradius;

    ReactStates m_reactState;                           // for AI, not charmInfo
    void RegenerateMana();
    void RegenerateHealth();
    void Regenerate(Powers power);
    MovementGeneratorType m_defaultMovementType;
    uint32 m_DBTableGuid;                               ///< For new or temporary creatures is 0 for saved it is lowguid
    uint8 m_equipmentId;
    int8 m_originalEquipmentId; // can be -1

    bool m_AlreadyCallAssistance;
    bool m_AlreadySearchedAssistance;
    bool m_regenHealth;
    bool m_AI_locked;

    SpellSchoolMask m_meleeDamageSchoolMask;
    uint32 m_originalEntry;

    Position m_homePosition;
    Position m_transportHomePosition;

    bool DisableReputationGain;

    CreatureTemplate const* m_creatureInfo;                 // Can differ from sObjectMgr->GetCreatureTemplate(GetEntry()) in difficulty mode > 0
    CreatureData const* m_creatureData;

    uint16 m_LootMode;                                  // Bitmask (default: LOOT_MODE_DEFAULT) that determines what loot will be lootable
    uint32 guid_transport;

    bool IsInvisibleDueToDespawn() const OVERRIDE;
    bool CanAlwaysSee(WorldObject const* obj) const OVERRIDE;
private:
    void ForcedDespawn(uint32 timeMSToDespawn = 0);

    //WaypointMovementGenerator vars
    uint32 m_waypointID;
    uint32 m_path_id;

    //Formation var
    CreatureGroup* m_formation;
    bool TriggerJustRespawned;

    Spell const* _focusSpell;   ///> Locks the target during spell cast for proper facing
};

class AssistDelayEvent : public BasicEvent
{
public:
    AssistDelayEvent(uint64 victim, Unit& owner) : BasicEvent(), m_victim(victim), m_owner(owner) { }

    bool Execute(uint64 e_time, uint32 p_time) OVERRIDE;
    void AddAssistant(uint64 guid) { m_assistants.push_back(guid); }
private:
    AssistDelayEvent();

    uint64            m_victim;
    std::list<uint64> m_assistants;
    Unit& m_owner;
};

class ForcedDespawnDelayEvent : public BasicEvent
{
public:
    ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
    bool Execute(uint64 e_time, uint32 p_time) OVERRIDE;

private:
    Creature& m_owner;
};

#endif
